// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Custom/PixelColors" {
    Properties
    {
        [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
        _ColorTint("Tint", Color) = (1,1,1,1)
        _Color1in("Color 1 In", Color) = (1,1,1,1)
        _Color1out("Color 1 Out", Color) = (1,1,1,1)
        _Color2in("Color 2 In", Color) = (1,1,1,1)
        _Color2out("Color 2 Out", Color) = (1,1,1,1)
        _Color3in("Color 3 In", Color) = (1,1,1,1)
        _Color3out("Color 3 Out", Color) = (1,1,1,1)
        _Color4in("Color 4 In", Color) = (1,1,1,1)
        _Color4out("Color 4 Out", Color) = (1,1,1,1)
        _Color5in("Color 5 In", Color) = (1,1,1,1)
        _Color5out("Color 5 Out", Color) = (1,1,1,1)
        [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
    }

        SubShader
        {
            Tags
            {
                "Queue" = "Transparent"
                "IgnoreProjector" = "True"
                "RenderType" = "Transparent"
                "PreviewType" = "Plane"
                "CanUseSpriteAtlas" = "True"
            }

            Cull Off
            Lighting Off
            ZWrite Off
            Fog { Mode Off }
            Blend SrcAlpha OneMinusSrcAlpha

            Pass
            {
            CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag          
                #pragma multi_compile DUMMY PIXELSNAP_ON
                #include "UnityCG.cginc"

                struct appdata_t
                {
                    float4 vertex   : POSITION;
                    float4 color    : COLOR;
                    float2 texcoord : TEXCOORD0;
                };

                struct v2f
                {
                    float4 vertex   : SV_POSITION;
                    fixed4 color : COLOR;
                    half2 texcoord  : TEXCOORD0;
                };

                fixed4 _ColorTint;
                fixed4 _Color1in;
                fixed4 _Color1out;
                fixed4 _Color2in;
                fixed4 _Color2out;
                fixed4 _Color3in;
                fixed4 _Color3out;
                fixed4 _Color4in;
                fixed4 _Color4out;
                fixed4 _Color5in;
                fixed4 _Color5out;
                v2f vert(appdata_t IN)
                {
                    v2f OUT;
                    OUT.vertex = UnityObjectToClipPos(IN.vertex);
                    OUT.texcoord = IN.texcoord;
                    OUT.color = IN.color * _ColorTint;
                    #ifdef PIXELSNAP_ON
                    OUT.vertex = UnityPixelSnap(OUT.vertex);
                    #endif

                    return OUT;
                }

                sampler2D _MainTex;

                fixed4 frag(v2f IN) : COLOR
                {
                    float4 texColor = tex2D(_MainTex, IN.texcoord);
                    texColor = all(texColor == _Color1in) ? _Color1out : texColor;
                    texColor = all(texColor == _Color2in) ? _Color2out : texColor;
                    texColor = all(texColor == _Color3in) ? _Color3out : texColor;
                    texColor = all(texColor == _Color4in) ? _Color4out : texColor;
                    texColor = all(texColor == _Color5in) ? _Color5out : texColor;
                    return texColor * IN.color;
                }
            ENDCG
            }
        }
}